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SC_rayCast

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SYNTAX<BR>

    return integer=SC_rayCast ( objNum, oldx, oldy, oldz, x, y, z, excludeObj )

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        <u>-objNum</u>:       the object you want to check for collision use 0 for all objects<br>
        <u>-oldx...z</u>:     the start and end points of the ray to check.<br>
        <u>-excludeObj</u>:   an object to exclude from the collision check.<br>
        <u>returns</u>:       if objNum=0 then the object number collided with is returned<br>
                              if checking a specific object then a 1 is returned if a collision occured.<br>
                              returns 0 if no collision occured.
   						<br>
        will check if the ray starting at oldx#,oldy#,oldz# and ending at<br>
        x#,y#,z# collides with the specified object (obj=0 for all).<br>
        does not collide with backfaces, will return the number of the object<br>
        hit first, or 0 for no collision.<br><br>

        Ray casting commands are useful for calculating the collisions of bullets with<br>
        levels and objects, or for representing the line of sight of an enemy to detect<br>
        if they can see the player.<br>


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RELATED INFO<BR>
<a href="..\Collision.htm">Collision Commands Menu<BR>
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